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Voddick
AFK
82
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Posted - 2017.06.15 18:37:07 -
[1] - Quote
Structures should consume fuel regardless of fitted / online modules.
If the structure runs out of fuel, then the modules, teathering, and ALL invulnerability timers are lost. Thus you could remove a structure in a single sitting.
This will likely be required at some point to prevent HS from becoming literally clogged with structures. Also, this is the mechanic currently in place for POS so it makes since. |
T4lon
The Scope Gallente Federation
1
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Posted - 2017.06.17 13:36:41 -
[2] - Quote
No, not fuel. ISK.
Have the isk put into a 'holding' UI element for each structure, like fuel, and when that ISK runs out, the same thing happens as if regular fuel ran out.
This way you get poopy spammed and forgotten structures removed easier, and you get a huge ISK sink added to the game.
2nd edit: this should also really be over in Player Features and Ideashttps://forums.eveonline.com/default.aspx?g=topics&f=270 |
Voddick
AFK
82
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Posted - 2017.06.17 13:55:16 -
[3] - Quote
I don't typically use the forums a lot, so is the assembly hall still where the CSM brings player suggestions to CCP?
OR
Does CCP pull directly from the "Player Features and Ideas?" |
xvdfhn
German Angels
4
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Posted - 2017.06.17 14:18:38 -
[4] - Quote
T4lon wrote:No, not fuel. ISK. Have the isk put into a 'holding' UI element for each structure, like fuel, and when that ISK runs out, the same thing happens as if regular fuel ran out. This way you get poopy spammed and forgotten structures removed easier, and you get a huge ISK sink added to the game. 2nd edit: this should also really be over in Player Features and Ideashttps://forums.eveonline.com/default.aspx?g=topics&f=270
cross posting from reddit:
Quote: there are fuel in the game already that would be cancelled with the "soon" to be removal of POS-¦s. By changing Citadels to be able use all fuel-blocks you can have these resources stay ingame easy. If you want an isk sink you could remove the bpo and only let npc-¦s sell bpc-¦s. This way it-¦s allot of change while leaving old ingame stuff allive (mats not pos).
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Nasar Vyron
S0utherN Comfort Test Alliance Please Ignore
240
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Posted - 2017.06.17 15:25:46 -
[5] - Quote
100% behind this. I always felt it was ridiculous that an unfueled POS drops it's shield yet an unfueled citadel keeps tethering.
I like your idea about the index, I had mentioned something similar a while back but it constellation based and each M/L/XL citadel contributed a different amount to that index. Basically making two keepstars/satiyos in the same constellation max out the index, where as it would have taken 10 Astrahus/Raitaru. Something that effects fuel usage is better than my arbitrary hard cap but can be used to accomplish the same.
Something has to be done to stop the citadel spam. That's for damn sure. |
Voddick
AFK
86
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Posted - 2017.06.17 15:51:47 -
[6] - Quote
Yes...larger structures, more impact on the index. +1 |
Morgaine Mighthammer
Rational Chaos Inc. Asteria Concord.
84
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Posted - 2017.06.17 16:26:35 -
[7] - Quote
Should the structures consume a base amount of fuel? No, no they should not. They should however require an isk fee for operating.
With the removal of poses approaching, the cost of fuel itself should actually remain about the same. Think about it, with poses gone, all the operations that are currently still run in a pos will need to be moved to a citadel, which means more citadels consuming the fuel. As has been highlighted by CCP as of late, there's a **** TON of raw isk in the game and getting added every hour. We used to have clone grades as a large isk sink, but with their death(good riddance) several years ago, we haven't had any real isk sinks. Because of this, there's a lot more raw money in the game trading hands, and in some cases just sitting in people's wallets in stupid high quantities. The game needs an isk sink, and we need one badly.
Instead of additional fuel, have Concord charge an isk fee, call it an operating license or something. This fee should be based on citadel size/class and location; the higher the sec status, or the bigger the structure, then the higher the fee. Set it up like office rentals, you can either manually pay it or have it set to auto bill, with both options payable from either personal wallets or corp ones. If the bill goes unpaid, then your license from concord expires and all your workers go home and leave the citadel on automatic. When left running in automatic mode, you can still dock and refit but, you cant repair, you cant tether, and you have no timers. This way, just as is with poses, if they are left unattended and unpaid, then they can be easily removed. In addition, i put forth that any citadel that is left in such an abandoned state, should follow wh mechanics and drop all of it's contents as loot. Doing this would give people a reason to both pay attention to their citadels, as well as provide and incentive for people to hunt and kill abandoned ones. |
Logan Jakal
Blue Sun. DARKNESS.
31
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Posted - 2017.06.17 16:44:49 -
[8] - Quote
Although I am 100% behind this idea, I think that the problem wouldn't be to apply it, but rather to apply it NOW. People have dropped a fuckton of citadels making it look problematic in my opinion to do this now, it should have been done at the beginning, when Citadels were released.
Plus the fact that the real issue with citadels in not really to desperately find ISK sinks like CCP wants, the real issues with citadels is the asset safety, perfect exemple is what happens in WHs when a citadel dies, the loot drops, and it should be the same for every citadel wherever in the game, it would create PvP content since it would be profitable to attack, creating ISK sinks via losses.
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Tegho
Hogyoku Goonswarm Federation
8
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Posted - 2017.06.17 16:46:20 -
[9] - Quote
Why not isk and fuel?
Also, hi sec POSes require charters; why do citadels not? |
Morgaine Mighthammer
Rational Chaos Inc. Asteria Concord.
84
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Posted - 2017.06.17 17:21:05 -
[10] - Quote
Tegho wrote:Why not isk and fuel?
Also, hi sec POSes require charters; why do citadels not?
because they already use fuel? no need to make them use more. and charters are just a ****** way of making you pay some isk for the high sec usage, might as well drop the crap mechanic and just charge isk. |
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Novor Drethan
Federal Navy Academy Gallente Federation
10
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Posted - 2017.06.17 17:25:37 -
[11] - Quote
As stated by Clerical_terrors on reddit:Quote:It's personal ISK that's increasing, not corporate owned ISK. This would really affects the private ISK reserves of smaller corps who have people paying the logistics bill out of their pocket. It would do nothing to people who are making tons of ISK in a large alliance.
Using isk would be a terrible idea. We don't need corporate isk sinks, we need personal isk sinks, and ones that are directed specifically at wealthy players.
Fuel is a good idea, the index is a decent idea. |
Netan MalDoran
Reckless-Endangerment Manifesto.
293
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Posted - 2017.06.17 17:29:43 -
[12] - Quote
I would imagine that the ISK payment would not apply in WH space, as there is no theoretical NPC access from K-space which is why asset safety doesn't work. Makes a nice tradeoff for WH corps.
"Your security status has been lowered." - Hell yeah it was!
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Kenneth Feld
Habitual Euthanasia Pandemic Legion
441
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Posted - 2017.06.17 17:33:57 -
[13] - Quote
Nasar Vyron wrote:100% behind this. I always felt it was ridiculous that an unfueled POS drops it's shield yet an unfueled citadel keeps tethering.
.
Citadel didn't replace POS, it replaced POS AND Outpost
Outpost never required fuel
So, if it does require fuel and I litter HS and put 10 years of fuel in them, would that be ok with you?
What about if it has online modules, would that then no longer require extra fuel?
Have you thought about the greater implications of fuel demand to keep these citadels running? |
mrjknyazev
MamenkinbI CbInki Freedom Among the Stars
10
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Posted - 2017.06.17 17:50:15 -
[14] - Quote
Make them consume stront in order to operate. With the removal of POS there will be a huge drop in stront demand that should be replaced by something. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
442
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Posted - 2017.06.17 17:57:08 -
[15] - Quote
Voddick wrote:Simple: Structures should consume fuel regardless of fitted / online modules.
If the structure runs out of fuel, then the modules, teathering, and ALL invulnerability timers are lost. Thus you could remove a structure in a single sitting.
This will likely be required at some point to prevent HS from becoming literally clogged with structures. Also, this is the mechanic currently in place for POS so it makes since.
Have you thought about why citadels were made in the first place?
To have a home....
How many people lived out of a POS in high sec? NONE - why - cause they required fuel and you lost your **** when they blew up
Now, we have citadels, although you don't necessarily lose your ****, if someone forgets to fuel it one weekend and it gets blown up, why bother using them, just stay in a station
Oh crap, 2-3 years of development down the crapper cause you can't figure out how to fix your overview or use the structure browser. Boo Hoo hoo |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
442
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Posted - 2017.06.17 17:57:55 -
[16] - Quote
mrjknyazev wrote:Make them consume stront in order to operate. With the removal of POS there will be a huge drop in stront demand that should be replaced by something.
the reaction jobs will require it |
Winter Archipelago
Autumn Industrial Enterprises
886
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Posted - 2017.06.17 18:27:44 -
[17] - Quote
Kenneth Feld wrote: Citadel didn't replace POS, it replaced POS AND Outpost
Outpost never required fuel
...
Have you thought about the greater implications of fuel demand to keep these citadels running?
Outposts were also limited to one per system. Have you thought about the greater implications of allowing dozens and hundreds of Upwell structures per system without any way of reducing the god-awful method of removing them? Or, perhaps, having to have your meatshields pay to have a lot of structures around trade hubs and drawing in billions of ISK would be a bit too much for you.
For the Newbies: The 8 Golden Rules - The Magic 14 Skills - Finding the Right Corp - EVE University Wiki
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Haile Korhal
Professional Amateurs
52
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Posted - 2017.06.17 18:31:19 -
[18] - Quote
I prefer the idea of ISK being used rather than fuel. Let's keep fuel for services and use ISK to pay the workers and all the other base liners that keep the citadels operational. As other's have said, we need more ISK sinks and this would be great. Wormhole space is littered with long dead forgotten citadels. You think high-security space is bad? You've never been to wormhole space.
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mrjknyazev
MamenkinbI CbInki Freedom Among the Stars
10
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Posted - 2017.06.17 19:47:52 -
[19] - Quote
Kenneth Feld wrote:mrjknyazev wrote:Make them consume stront in order to operate. With the removal of POS there will be a huge drop in stront demand that should be replaced by something. the reaction jobs will require it
I doubt it will be big enough to replace the amounts needed for large POS. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
442
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Posted - 2017.06.17 19:53:02 -
[20] - Quote
mrjknyazev wrote:Kenneth Feld wrote:mrjknyazev wrote:Make them consume stront in order to operate. With the removal of POS there will be a huge drop in stront demand that should be replaced by something. the reaction jobs will require it I doubt it will be big enough to replace the amounts needed for large POS.
I bet they are already working on making it close......
Also, POS only needs stront when it gets hit, it doesn't actually "Use" stront |
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Kenneth Feld
Habitual Euthanasia Pandemic Legion
442
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Posted - 2017.06.17 19:57:13 -
[21] - Quote
Winter Archipelago wrote:Kenneth Feld wrote: Citadel didn't replace POS, it replaced POS AND Outpost
Outpost never required fuel
...
Have you thought about the greater implications of fuel demand to keep these citadels running?
Outposts were also limited to one per system. Have you thought about the greater implications of allowing dozens and hundreds of Upwell structures per system without any way of reducing the god-awful method of removing them? Or, perhaps, having to have your meatshields pay to have a lot of structures around trade hubs and drawing in billions of ISK would be a bit too much for you.
Actually, I like it littered, makes it feel like people are there. I mean it is only high sec, low and null have barely anything comparable.
Personally I have 2 responses: 1. Raise install fees, both the floor (double) and the ramp significantly - that will reduce the urban sprawl 2. Wardec them and start shooting you candy ass ***** |
mrjknyazev
MamenkinbI CbInki Freedom Among the Stars
10
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Posted - 2017.06.17 20:04:15 -
[22] - Quote
Kenneth Feld wrote:mrjknyazev wrote:Kenneth Feld wrote:mrjknyazev wrote:Make them consume stront in order to operate. With the removal of POS there will be a huge drop in stront demand that should be replaced by something. the reaction jobs will require it I doubt it will be big enough to replace the amounts needed for large POS. I bet they are already working on making it close...... Also, POS only needs stront when it gets hit, it doesn't actually "Use" stront
I highly doubt it. Reactions should be profitable enough to be actually done, especially on low-level moon materials. You say it like POS aren't being reinforced every day, even now with citadels everywhere. |
Nasar Vyron
S0utherN Comfort Test Alliance Please Ignore
241
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Posted - 2017.06.17 22:49:42 -
[23] - Quote
Kenneth Feld wrote:
Citadel didn't replace POS, it replaced POS AND Outpost
Outpost never required fuel
So, if it does require fuel and I litter HS and put 10 years of fuel in them, would that be ok with you?
What about if it has online modules, would that then no longer require extra fuel?
Have you thought about the greater implications of fuel demand to keep these citadels running?
1) The tether mechanic is most definitely there to replace the POS shield. CCP has said this themselves and it's quiet obvious, hell, it's the whole reason it exists in the first place. Last I checked when I undocked from a singular outpost in a null system I was able to be bumped and attacked once that undock timer wore off. I had no magical protection like we see now which is mimicking, you guessed it, a POS shield's protection. So yes, It needs to have an added cost to it for the holder. Tethering is far too powerful a mechanic to not have a cost to maintain, just like a POS shield did for a blank stick.
2) Sure, but If I had a say in the matter the fuel bays on these citadels wouldn't be able to hold nearly that ridiculous of a number to insure that the citadel was being actively used/fueled. Even if that's just someone logging in once a month to move fuel from their hanger to the fuel bay.
3) No modules still have their cost. Just because they are mimicking outposts and POSes doesn't mean the mechanics don't change. I'm not sure you've ever looked, but citadels already use far less fuel than an array of POSes ever did. And that's before I look at the fact that once those Refinery citadels are released we will be able to compact what once took a done or more reaction towers and merge it all down into a single Refinery. That is HUGE amount of fuel which will no longer be consumed.
4) I've been doing industry **** involving towers for a decade. So yes, of course I have considered this. Read points 1 2 and 3 maybe you'll start to understand. Unless an insanely high fuel usage is placed on these Moon reaction modules (if it's even a separate module) there will be an overabundance of fuel blocks not being used. Again, you have to look at modules fuel usage, the vast majority of them require very little fuel once they are up and running compared to the number of towers they have replaced.
Citadel spam is not healthy anywhere be it high, low, or null. The mechanics behind taking them out as well as the easy of anchoring them is simply overbearing for any attacker to try and evict, and far too easy and cheap for an attacker to abuse for the exact same reasons. Even ye'old POS sov was less cancerous than what we see now. At least then everyone was limited to the number of moons in system and you had to kill one to put down your forward staging tower. Now and attacker just need to spam a few systems with medium citadels and wait for one to anchor since it's unlikely anyone can hit them all at the same time before something finishes it's timer. Meanwhile a defender just needs to do the exact same to simply make the grind so exhaustive that the attackers just give up. None of which has any meaningful cost to an alliance of means to challenge sov in the first place. |
Maxwell Smiles
Exiled Kings Circle-Of-Two
11
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Posted - 2017.06.17 23:18:27 -
[24] - Quote
Here is an idea that i am sure CCP will jump all over.. make them plex powered. 1 nuplex per day I am sure that there are loads of ejits that couldnt be bothers going to jita buing plex jc'ing back to the fort and transferrring the plex to the citedeals vault. massive boost in profits for ccp and sorts out the problem of offline city-deals
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Trespasser
S0utherN Comfort Test Alliance Please Ignore
102
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Posted - 2017.06.17 23:52:11 -
[25] - Quote
Heres my 2 cents, i think they should use a consumable but not nessicarlily fuel blocks.
I think all citadels in 0.5 or higher should require a NPC seeded good. POS's had charters for example.
So my idea is this, make all citadels in 0.5 or higher require the "Upwell Reinforcement & Invulerabilty Core"
its an NPC seeded good, there will be no blueprint released. It will be seeded in all 4 Empires as well as concord / DED stations.
Id like it to cost about 100 to 150 mill a month(atleast for medium structures, i would like 250-300 for large ones), Citadels consume units 24 per day
Citadels with it in the fuel bay and being actively consumed will work exactly like they do now, they have vulnerability windows, Reinforcement works and a war dec is required to attack the structure.
But if you don't have them in the bay the following happens:
1. Citadel becomes permanently vulnerable 2. People attacking your citadel only get the suspect timer, allowing anyone to attack your citadel without the use of a war dec. 3. Reinforcement systems are offline.
If the citadel gets attacked while in this state the fuel bay is locked until the citadels self repair system completes its 15 minute timer (this stops people from waiting until they are attacked before putting the goods in it)
This change does a few things 1. Allows the destruction of abandoned citadels without taking a week to do so and gives other people the ability to attack the Aggressors, creating content. 2. Makes corporations and players have upkeep on the structure if they wish to have the structure be around long. 3. Put's a decent sized isk sink back into the game.
I think these structures are fine currently in low sec as they are not spammed anywhere near as much and are killed very regularly.
Now in 0.0 i feel some changes could be made, not from the fuel or the commodities side but from the Reinforcement timer and vulerability window side.
Heres what i propose. Citadels controlled by the alliance who holds the IHUB work and function like they do now. If an IHUB where to die, they should still function like they do now.
Say your taking a region and the enemy as citadels placed all over, you kill off all the IHUBs and TCU's and put your own down and you start holding the space and living in it.
I think that Vulnerability timers should be increased and Reinforcement timers Decreased as the Strategic level of the system increases. So at Strategic level 0, nothing has changed. Strategic levels 1 - 5 increase the vulnerability timers of all hostile citadels by 4 hours per level. This would mean that by level 5 pretty much every structure would be vulnerable 24/7.
Same for RF timers, each level of Strategic would decrease that. Say 1.2 days per level with armor, shield remains 24 hours.
Meaning that in a level 5 system a hostile citadel would have no armor timer and just the 24 hour shield timer.
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Kenneth Feld
Habitual Euthanasia Pandemic Legion
442
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Posted - 2017.06.18 00:59:07 -
[26] - Quote
Nasar Vyron wrote:[quote=Kenneth Feld]
4) I've been doing industry **** involving towers for a decade. So yes, of course I have considered this. Read points 1 2 and 3 maybe you'll start to understand. Unless an insanely high fuel usage is placed on these Moon reaction modules (if it's even a separate module) there will be an overabundance of fuel blocks not being used. Again, you have to look at modules fuel usage, the vast majority of them require very little fuel once they are up and running compared to the number of towers they have replaced.
No such thing, fuel and stront will be part of the materials for reactions, the longer the reaction the more fuel, so it will be proportional to your reaction, not to the structure |
Luc Chastot
717
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Posted - 2017.06.18 01:25:21 -
[27] - Quote
I like the index idea as an added ISK sink, but the game still needs personal sinks for wealthy players.
Make it idiot-proof and someone will make a better idiot.
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Nasar Vyron
S0utherN Comfort Test Alliance Please Ignore
242
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Posted - 2017.06.18 01:33:56 -
[28] - Quote
Kenneth Feld wrote: No such thing, fuel and stront will be part of the materials for reactions, the longer the reaction the more fuel, so it will be proportional to your reaction, not to the structure
Quote:The existing reactions will be converted to new blueprints that enable the reaction process in the new system, and new reactions will include small amounts of ice products in each run to compensate for the lower number of starbase towers needed for advanced industry.
Number, not length, but I knew what you were trying to say at least.
Problem is we don't know what these are likely to actually include nor amounts, we are all just making assumptions until data is released. All we can do is base our assumptions off what we have seen to date. Which is that they have been lowering the rate at which these consume fuel compared to their predecessors. So while we know they are adding ice products, we can predict it will likely be under the current consumption rate. All this overlooks the fact that fuel blocks also take PI. Different PI than what is actually used in the manufacturing of these structures (which is a one off for each structures, not a consumed commodity).
After all is said and done we will have excess after these changes are pushed through when what we need is more consumables and isk dumps. Adding a low fuel usage to tethering will not be the end of the world, but it will work towards adding to material consumption as well as bring some amount of balance to a very powerful mechanic. |
Max Deveron
Deveron Shipyards and Technology
386
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Posted - 2017.06.18 02:13:54 -
[29] - Quote
1.) why should you care what happens in Highsec, you want to live in null then be there. 2.) why should highsec be your dumping ground for content?
Screw you nullseccrs, why dont you get off your lazy bums and go have a war or something, a serious war instead of crying about stuff.
Most of the High end litter of Citadels is from the first waves of building craze with them, followed......by yep you guessed it Nullsec and Wormhole warlords overbuilding the crap here.
Highsec should not be more vunerable to you just because you cant fight each other, STFU, HTFU, and go back out there and stay there and do something about your own home instead of trying to muck things up just so you can ROFLSTOMP Highsec because you are "bored".
No, we do not need this. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
442
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Posted - 2017.06.18 10:40:35 -
[30] - Quote
Nasar Vyron wrote:Kenneth Feld wrote: No such thing, fuel and stront will be part of the materials for reactions, the longer the reaction the more fuel, so it will be proportional to your reaction, not to the structure
Quote:The existing reactions will be converted to new blueprints that enable the reaction process in the new system, and new reactions will include small amounts of ice products in each run to compensate for the lower number of starbase towers needed for advanced industry. Number, not length, but I knew what you were trying to say at least. However, that's part of the problem, even idle towers still consumed fuel if they weren't being actively used/reacting (an idiot forgets to fill/online the silos - I've never done this ever ever). This new plan by CCP is basically just consuming fuel only when needed, which would be akin to offlining a stick each time your reaction finished then onlining as soon as you've filled and onlined the silos. Basically lowering waste thus reducing fuel usage. I digress, the problem is we don't know what these are likely to actually include nor amounts, we are all just making assumptions until data is released. All we can do is base our assumptions off what we have seen to date. Which is that they have been lowering the rate at which these consume fuel compared to their predecessors. So while we know they are adding ice products, we can predict it will likely be under the current consumption rate. All this still overlooks the fact that fuel blocks also take PI. Different PI than what is actually used in the manufacturing of these structures (which is a one off for each structures, not a consumed commodity). After all is said and done we will very likely have excess materials after these changes are pushed through when what we need is more consumables and isk dumps. Adding a low fuel usage to tethering will not be the end of the world, but it will work towards adding to material consumption as well as bring some amount of balance to a very powerful mechanic.
Reading is hard - re read the sentence you quoted - small amount per RUN
each RUN takes more TIME, therefore more fuel/ice
Did i really need to explain that to you?
As far as towers, you will be able to do 100's of towers worth of reactions in a single drilling platform, so that is why they are adding fuel/ice to each reaction BPO
I do have a very good idea of what and how much, i am not CSM or anything like that, but have participated with CCP on these discussion for the past 2 years. |
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